blockbench-pbr-materials
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ChineseBlockbench PBR Materials
Blockbench PBR 材质
Create and manage PBR materials for Minecraft Bedrock RTX and other PBR workflows.
为Minecraft Bedrock RTX及其他PBR工作流创建和管理PBR材质。
Available Tools
可用工具
| Tool | Purpose |
|---|---|
| Create new PBR material with texture channels |
| Configure material properties |
| List all PBR materials |
| Get detailed material info |
| Import texture_set.json file |
| Assign texture to PBR channel |
| Export texture_set.json |
| 工具 | 用途 |
|---|---|
| 创建带有纹理通道的新PBR材质 |
| 配置材质属性 |
| 列出所有PBR材质 |
| 获取详细的材质信息 |
| 导入texture_set.json文件 |
| 为PBR通道分配纹理 |
| 导出texture_set.json |
PBR Channels
PBR 通道
| Channel | Description | Format |
|---|---|---|
| Base color/albedo | RGB texture |
| Normal map for surface detail | RGB (tangent space) |
| Heightmap for parallax/displacement | Grayscale |
| Metalness/Emissive/Roughness packed | R=Metal, G=Emissive, B=Roughness |
| 通道 | 说明 | 格式 |
|---|---|---|
| 基础颜色/反照率 | RGB纹理 |
| 用于表面细节的法线贴图 | RGB(切线空间) |
| 用于视差/位移的高度图 | 灰度图 |
| 金属度/自发光/粗糙度打包贴图 | R=金属度, G=自发光, B=粗糙度 |
Quick Start
快速开始
Create Basic PBR Material
创建基础PBR材质
create_pbr_material: name="stone_pbr", textures={
color: "stone_color",
normal: "stone_normal"
}create_pbr_material: name="stone_pbr", textures={
color: "stone_color",
normal: "stone_normal"
}Create Full Material
创建完整材质
create_pbr_material: name="gold_block", textures={
color: "gold_color",
normal: "gold_normal",
height: "gold_height",
mer: "gold_mer"
}create_pbr_material: name="gold_block", textures={
color: "gold_color",
normal: "gold_normal",
height: "gold_height",
mer: "gold_mer"
}Material Configuration
材质配置
Set Material Properties
设置材质属性
configure_material: material_id="stone_pbr", config={
metalness_emissive_roughness: {
metalness: 0.0,
emissive: 0.0,
roughness: 0.8
}
}configure_material: material_id="stone_pbr", config={
metalness_emissive_roughness: {
metalness: 0.0,
emissive: 0.0,
roughness: 0.8
}
}Metallic Material
金属材质
configure_material: material_id="gold_block", config={
metalness_emissive_roughness: {
metalness: 1.0,
emissive: 0.0,
roughness: 0.3
}
}configure_material: material_id="gold_block", config={
metalness_emissive_roughness: {
metalness: 1.0,
emissive: 0.0,
roughness: 0.3
}
}Emissive Material (Glowing)
自发光材质(发光)
configure_material: material_id="glowstone", config={
metalness_emissive_roughness: {
metalness: 0.0,
emissive: 1.0,
roughness: 0.9
}
}configure_material: material_id="glowstone", config={
metalness_emissive_roughness: {
metalness: 0.0,
emissive: 1.0,
roughness: 0.9
}
}Texture Assignment
纹理分配
Assign Individual Channel
分配单个通道
assign_texture_channel: material_id="stone_pbr", channel="height",
texture_id="stone_heightmap"assign_texture_channel: material_id="stone_pbr", channel="height",
texture_id="stone_heightmap"Replace Channel
替换通道
assign_texture_channel: material_id="stone_pbr", channel="normal",
texture_id="stone_normal_v2"assign_texture_channel: material_id="stone_pbr", channel="normal",
texture_id="stone_normal_v2"Import/Export
导入/导出
Import texture_set.json
导入texture_set.json
import_texture_set: file_path="C:/packs/stone_texture_set.json"import_texture_set: file_path="C:/packs/stone_texture_set.json"Export texture_set.json
导出texture_set.json
save_material_config: material_id="stone_pbr",
output_path="C:/packs/textures/stone_texture_set.json"save_material_config: material_id="stone_pbr",
output_path="C:/packs/textures/stone_texture_set.json"Querying Materials
查询材质
List All Materials
列出所有材质
list_materialslist_materialsReturns: [{uuid, name, textureCount, hasColor, hasNormal, hasHeight, hasMER}]
Returns: [{uuid, name, textureCount, hasColor, hasNormal, hasHeight, hasMER}]
undefinedundefinedGet Material Details
获取材质详情
get_material_info: material_id="stone_pbr"get_material_info: material_id="stone_pbr"Returns full channel assignments and config
Returns full channel assignments and config
undefinedundefinedMER Texture Format
MER 纹理格式
The MER channel packs three properties into RGB:
- R (Red): Metalness (0=dielectric, 1=metal)
- G (Green): Emissive intensity (0=none, 1=full glow)
- B (Blue): Roughness (0=smooth/shiny, 1=rough/matte)
MER通道将三个属性打包到RGB中:
- R(红色):金属度(0=电介质,1=金属)
- G(绿色):自发光强度(0=无,1=完全发光)
- B(蓝色):粗糙度(0=光滑/有光泽,1=粗糙/哑光)
Creating MER Texture
创建MER纹理
undefinedundefinedCreate blank MER texture
Create blank MER texture
create_texture: name="block_mer", width=16, height=16,
fill_color=[0, 0, 204, 255] # Non-metal, no glow, 80% rough
create_texture: name="block_mer", width=16, height=16,
fill_color=[0, 0, 204, 255] # Non-metal, no glow, 80% rough
Paint metallic areas (R channel)
Paint metallic areas (R channel)
paint_with_brush: texture_id="block_mer", coordinates=[{x: 8, y: 8}],
brush_settings={color: "#FF0000", size: 4} # Metallic spot
paint_with_brush: texture_id="block_mer", coordinates=[{x: 8, y: 8}],
brush_settings={color: "#FF0000", size: 4} # Metallic spot
Paint glowing areas (G channel)
Paint glowing areas (G channel)
paint_with_brush: texture_id="block_mer", coordinates=[{x: 4, y: 4}],
brush_settings={color: "#00FF00", size: 2, blend_mode: "add"}
undefinedpaint_with_brush: texture_id="block_mer", coordinates=[{x: 4, y: 4}],
brush_settings={color: "#00FF00", size: 2, blend_mode: "add"}
undefinedCommon Material Types
常见材质类型
Stone/Rock
石头/岩石
create_pbr_material: name="stone", textures={color: "stone_color", normal: "stone_normal"}
configure_material: material_id="stone", config={
metalness_emissive_roughness: {metalness: 0, emissive: 0, roughness: 0.9}
}create_pbr_material: name="stone", textures={color: "stone_color", normal: "stone_normal"}
configure_material: material_id="stone", config={
metalness_emissive_roughness: {metalness: 0, emissive: 0, roughness: 0.9}
}Metal (Gold, Iron)
金属(金、铁)
create_pbr_material: name="gold", textures={color: "gold_color", normal: "gold_normal", mer: "gold_mer"}
configure_material: material_id="gold", config={
metalness_emissive_roughness: {metalness: 1.0, emissive: 0, roughness: 0.25}
}create_pbr_material: name="gold", textures={color: "gold_color", normal: "gold_normal", mer: "gold_mer"}
configure_material: material_id="gold", config={
metalness_emissive_roughness: {metalness: 1.0, emissive: 0, roughness: 0.25}
}Glass/Crystal
玻璃/水晶
create_pbr_material: name="glass", textures={color: "glass_color"}
configure_material: material_id="glass", config={
metalness_emissive_roughness: {metalness: 0, emissive: 0, roughness: 0.05}
}create_pbr_material: name="glass", textures={color: "glass_color"}
configure_material: material_id="glass", config={
metalness_emissive_roughness: {metalness: 0, emissive: 0, roughness: 0.05}
}Glowing Block
发光方块
create_pbr_material: name="lamp", textures={color: "lamp_color", mer: "lamp_mer"}
configure_material: material_id="lamp", config={
metalness_emissive_roughness: {metalness: 0, emissive: 1.0, roughness: 0.8}
}create_pbr_material: name="lamp", textures={color: "lamp_color", mer: "lamp_mer"}
configure_material: material_id="lamp", config={
metalness_emissive_roughness: {metalness: 0, emissive: 1.0, roughness: 0.8}
}Subsurface Scattering (Bedrock 1.21.30+)
次表面散射(Bedrock 1.21.30+)
configure_material: material_id="leaves", config={
subsurface_scattering: {
red: 0.3,
green: 0.8,
blue: 0.2
}
}configure_material: material_id="leaves", config={
subsurface_scattering: {
red: 0.3,
green: 0.8,
blue: 0.2
}
}Workflow Example
工作流示例
Complete Block Material
完整方块材质
undefinedundefined1. Create base textures
1. Create base textures
create_texture: name="brick_color", width=16, height=16
create_texture: name="brick_normal", width=16, height=16, fill_color="#8080FF"
create_texture: name="brick_mer", width=16, height=16, fill_color=[0, 0, 200, 255]
create_texture: name="brick_color", width=16, height=16
create_texture: name="brick_normal", width=16, height=16, fill_color="#8080FF"
create_texture: name="brick_mer", width=16, height=16, fill_color=[0, 0, 200, 255]
2. Paint textures (color, normal, mer)
2. Paint textures (color, normal, mer)
paint_with_brush: texture_id="brick_color", ...
paint_with_brush: texture_id="brick_normal", ...
paint_with_brush: texture_id="brick_color", ...
paint_with_brush: texture_id="brick_normal", ...
3. Create material
3. Create material
create_pbr_material: name="brick", textures={
color: "brick_color",
normal: "brick_normal",
mer: "brick_mer"
}
create_pbr_material: name="brick", textures={
color: "brick_color",
normal: "brick_normal",
mer: "brick_mer"
}
4. Configure
4. Configure
configure_material: material_id="brick", config={
metalness_emissive_roughness: {metalness: 0, emissive: 0, roughness: 0.85}
}
configure_material: material_id="brick", config={
metalness_emissive_roughness: {metalness: 0, emissive: 0, roughness: 0.85}
}
5. Export
5. Export
save_material_config: material_id="brick", output_path="./textures/brick_texture_set.json"
undefinedsave_material_config: material_id="brick", output_path="./textures/brick_texture_set.json"
undefinedTips
提示
- Normal maps use tangent space (blue-ish color, RGB where B is up)
- Height maps are grayscale (white=high, black=low)
- MER channels can be painted separately or as a combined texture
- Use to see what's available
list_materials - Always test in-game with RTX enabled for accurate preview
- Roughness 0 = mirror-like, Roughness 1 = completely diffuse
- 法线贴图使用切线空间(偏蓝色,RGB中B代表向上)
- 高度图为灰度图(白色=高,黑色=低)
- MER通道可以单独绘制或作为组合纹理绘制
- 使用查看可用材质
list_materials - 始终在开启RTX的游戏内测试以获得准确预览
- 粗糙度0=镜面效果,粗糙度1=完全漫反射